#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 2) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;


out vec2 TexCoord;
void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}

